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Posted By: blankshieldVery dark. Not so much the "caper gone wrong" feel to it - no one (important) died, and the caper actually went off, but grim, grim downward spirals for all the characters.Nice summary, James - you got it just right.
Posted By: moleculoPosted By: blankshieldVery dark. Not so much the "caper gone wrong" feel to it - no one (important) died, and the caper actually went off, but grim, grim downward spirals for all the characters.Nice summary, James - you got it just right.
"Holly"
Posted By: nemomemeWe talked about who our Need, "to get even with a rival," might apply to and came up with a couple possibilities based on the characters and their relationships but we left it open before we started play, which was, I think, also not ideal. Good player instincts quickly had all the characters needing things from one another but I think it would have been better if we'd quickly established exactly who the rivals were AND the nature of the past terrible deed that needed evening up.I saw this when I played as well. Leaving Details to get fleshed out in play seems to always weaken them, in one case in our game to the point of 100% neglect; getting everyone on the same page with them before Scene 1 conversely seems to make them feel more like part of the furniture of the fiction, something you need to come back to again and again.
Posted By: pingIf picking dice is supposed to be from the character POV, then I would expect that the player will always pick white dice if they can for a positive outcome. BUT - if the player is collecting black dice because having all black dice gives their character a better outcome on the Aftermath table (a meta-game concept the character really knows nothing about) how does it work that the character would want negative outcomes for purely for meta-game reasons?You're not really choosing from the character's POV, right? The rules seem to encourage you to play the metagame, and to encourage your friends to make playing the metagame really painful. Whenever the text talks about choosing dice, it talks about trying to collect dice of one color or the other; when you resolve a scene, and thus get to keep the die you choose, your friends should try to make the fiction hurt you for your choice.
Posted By: pingHow do the players decide what color die to give to the current player if they disagree? For instance, my character wants his brother to get the money, but Ryan's character wants it for himself so doesn't want the brother to get it. What to do?When last I asked, Jason pointed out that the text does specify that the person whose turn it is decides, if there isn't a consensus. This made me feel silly :) I mean, it's easy to overlook, but there it is: "If you can’t agree on a course of action, ask the player whose scene it is for help, and let him be the final arbiter of any log jam."
Posted By: ccreitzYou're not really choosing from the character's POV, right? The rules seem to encourage you to play the metagame, and to encourage your friends to make playing the metagame really painful.I went back and read the page about scenes again. I _think_ it says that when you are resolving, you pick the die according to you character's orientation. This is top of page 9. (Jason, it would be helpful if the playtest text had page numbers) It's more unclear when your friends are choosing for you if you establish because it says they can choose however they want, but you could also infer that it's character oriented.
Posted By: Jason MorningstarYou should metagame the hell out of your choice, whether you are giving a die to someone who established or are resolving for yourself.If a large part of the game is to meta-game and be competitive and make others work for the dice, this should be well-established at the beginning of the game as a "win-condition" that you want all dice of one color and you want to prevent other players from achieving the same because that's the only way your character will have a good aftermath. I see it's there in the Why Die Choices Matter section, but I don't think it's nearly prominent enough for being so central to the game. The previous 9 pages outline character building, scene framing and advice for the genre, but don't give any hint that this is supposed to be a meta-gamey, quasi-competitive game. Because the mechanics aren't overtly competitive (i.e. point scores or moving along a win track), without this knowledge upfront, I don't think the players will jump right into the meta-game because there's no obvious reason to. I think that's what happened to us. Our group happily missed the entire competitive/meta-game part and basically had a great session building a fun story together.
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